ChudoJogurt
2023-12-01, 03:19 PM
Laughing Wounds Style (shamelessly stolen from Exalted 2.5E) is a Sublime Way style developed by worshippers of Loviatar.
The Style's key skill is Intimidate, and the for weapons are whip, spiked chain, rapier, scythe and dagger.
Creatures immune to pain (undead, plants and constructs, mostly) are generally immune to most Strikes of the style.
Manoeuvres:
LevelManoeuvre 1
Type: Boost
Casting Time: Immediate Action
Target: Self
Duration:
Comments:
Saving Throw:
Description: Damage invigorates the adept of the style. When taking damage, they can re-ready (or re-grant) a maneuver that was prepared, of a level equal or less than damage/10LevelManoeuvre 1
Type: Strike
Casting Time: Standard Action
Target:
Duration: See Text
Comments:
Saving Throw: Fort Negates
Description: Pain leads to fear - that is the lesson of the laughing wounds.
The attack deals +2d4 damage, and requires a Will DC 11+Cha. If the DC is lost, the victim is shaken until the end of the round.
If the victim is a target of another fear effect in the meantime, or is already shaken, it becomes frightened instead.
If the victim is already frightened it does not become panicked, but the duration of the effect becomes 1 minute.LevelManeuver 2
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments: Su, Mind-Affecting
Saving Throw: Will Negates
Description: Punishment makes the weak remember their place. When making an attack, the attacker inflicts maximum pain and fear.
If attack is successful, the target must make a Will Saving throw equal to 13+Cha, or be affected as per Command spellLevelManeuver 2
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw: Will Negates
Description: As part of this manoeuvre, make a single melee attack. If this attack hits, you deal normal melee damage and the target must make a successful Fortitude save (DC 12 + Cha modifier) or take 2 points of Strentgh damage. A successful save negates the Constitution damage but not the normal melee damage.LevelManeuver 2
Type: Counter
Casting Time: Immediate Action
Target:
Duration:
Comments:
Saving Throw:
Description: Fear is the adepts best ally. When attacked by someone on whom they infliced damage in the past scene, the adept may use this counter and substiute their Intimidate roll for of AC. LevelManoeuvre 2
Type: Strike
Casting Time: Standard Action
Target:
Duration: 1 round
Comments:
Saving Throw:
Description: The attack deals +2d6 damage. In addition, until the end of your next turn, the spellcasters have to make a Concentration check to overcome the distraction of the agonizing pain, with DC = 10+damage dealtLevelManoeuvre 3
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw:
Description: Deal extra 5d6 damageLevelManoeuvre 3
Type: Boost
Casting Time: Swift Action
Target:
Duration: 1 round
Comments:
Saving Throw:
Description: The adept turns his weapon on himself, ripping chunks of his own flesh in demonstration of their cruelty and instil terror into his opponents.
He makes an attack against himself (he may treat his own AC is he were stunned), and gains a +1 to attack and +2 to Intimidate checks per every 5 points of damage he receives, until the end of the next turn.LevelManoeuvre 3
Type: Counters
Casting Time: Immediate Action
Target:
Duration: 3 rounds
Comments:
Saving Throw:
Description: Adept knows pain. He revels in it, takes strength from his wounds, and even the most grievous damage cannot stop them.
After receiving damage, the adept receives temporary hit points equal to the amount of damage they received. The temporary hit points last for three roundsLevelManoeuvre 4
Type: Strike
Casting Time: Standard Action
Target:
Duration: see text
Comments:
Saving Throw: Will negates
Description: ""The attack shows the victim it's place - on her knees at the adepts feet. The attack deals 4d6 more damage, and requires a Willl save against 15+Cha. Successful saving throw halves the extra damage and negates the extra effect
The failure on the save causes the victim to fall on their knees, becoming effectively prone and unable to move from her spot, until the adept leaves her sight.
If the combat around is still ongoing, or there is some other danger to the victim, they can make another saving throw, once per round. Making this saving throw does not undo the extra damage from the strikeLevelManoeuvre 4
Type: Strike
Casting Time: Standard Action
Target:
Duration: See text
Comments:
Saving Throw:
Description: Adept makes an attack intended to inflict pain, not damage. The attack deals non-lethal damage.
While the non-lethal damage is in place, the character receives -2 penalty on attacks, saving throws, skill checks. They however receive +2 Strength scoreLevelManeuver 5
Type: Strike
Casting Time: 1 full round
Target:
Duration: 1 day/level or until removed, see text
Comments: Su, Mind Affecting
Saving Throw: Will Negates
Description: The memory of bitter defeat and terrifying pain stays with the victim.
This strike deals damage as usual. If the attack reduces the victim to negative hit -points, the attack makes a magic brand on victim's body.
The brand serves forces the victim to obey the adept. Whenever the victim would try to disobey a direct order of the adept or try to attack them, they have to make a will save of 14+Cha, If they fail, they are unable to attack the adept for the next hour, and have to follow the order as given.
The brand cannot make them do something they would not normally do under any circumstances, such as harm themselves, betray their closest friends.
A successful attack performed by the victim on the adept ends the effect, otherwise it lasts 1day/level. It may be removed as geas/quest spell would be"" LevelManoeuvre 5
Type: Strike
Casting Time:
Target:
Duration: see text
Comments:
Saving Throw:
Description: The adept makes a deep, penetrating strike that seems to do nothing -- until suddenly the victim keels over, dead. Or very hurt, at least.
The adept makes an attack as usual, but on successful hit he deals no damage. Any time within next 3 rounds, he may, as a free action, trigger the damage, dealing his normal attack damage +2d6 +2d6 per round of delayLevelManoeuvre 6
Type: Boost
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw:
Description: Warning of dire consequences of disobedience and cowardice, the adept prevents desertion and rebellion. He makes an Intimidate check, which is compared to saving throws of any [Mind Affecting] or [Fear] effects that affect his allies. If he wins, the effects are terminated, the same way they would if the original saving throw was successfulLevelManeuver 6
Type: Strike
Casting Time: Standard Action
Target: Living Creature
Duration: Instantaneous
Comments:
Saving Throw:
Description: The attack deals 3d6 extra damage. The adept gains that much in temp hp.LevelManoeuvre 7
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw: Will Half
Description: A devastating attack that entraps the victim. The only way to evade it is to meet it head on. If the enemy fails to make the Will save of 17+CHA, they flinch and their cowardice results in 12d6 extra damage. Successful save allows them to stay their ground, halving the extra damageLevelManoeuvre 8
Type: Strike
Casting Time: standard Action
Target:
Duration:
Comments:
Saving Throw: Fort Negates
Description: ""The attack strikes at the nerve centres, raking the flesh and delivering intolerable agonizing pain.
The victim must make a Fort DC 18+CHA saving throw or die. The victim who survives receives extra 6d6 damage, and is dazed for 1d4 rounds LevelManoeuvre 9
Type: strike
Casting Time: Full round action
Target:
Duration: see text
Comments:
Saving Throw: Will or Fortitude, See text
Description: Shaping her lips into a kiss, the martial artist leans forward and strokes her foe’s chest. Then, with a grinning snarl, she plunges her hand through his ribs and rips out his heart.
If the attack hits, it deals damage as normal, and in addition the adept has the following choices:
1. Do nothing. Then the terrible wound closes as the adept withdraws their hand, leaving only a scar in a shape of adepts personal sigil. The feeling of the adept holding their heart remains with the victim, though, giving them a permanent -3 profane malus on any social interactions or will saves against the adept.
2. Crush the heart. The target must make a Fortitude saving throw with DC 19+Cha, or instantly die. If they do not die, they receive 16d6 damage.
3. Rip the heart out of the target's chest. As long as the adept holds the heart, which requires the full use of their hand, it continues to beat, and the victim continues to live, but it is now under full control of the caster. The caster may give her any command as a mental swift action, and the victim cannot disobey.
If the command given is completely against the victim's nature, it is entitled to a single Will save (19+cha). If it wins, it may choose to die, rather than obey.
At any time while still holding the hand the adept may either put the heart back (as in option 1) or crush/discard it (as in option 2)""
Stances
LevelStance 1
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: Pain and wounds cannot stop the adept of the Laughing wounds - he revels in the ruination of his body. He does not become staggered or dying at 0 and negative hit points, and does not die until he reaches -(10+Initiator level) hitpoints. He still needs to roll to stabilise, otherwise every round he loses 1hp.
While at negative hit points he gains +2 StrengthLevelStance 1
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments: a.k.a. ""choke me harder, daddy""
Saving Throw:
Description: Creatures caught in the LWS adept's net are caught in the anticipation of exquisite pain and fear of the inevitable punishment.
When in grapple, the adepts opponent receives a penalty = 4 + adepts Charisma (minimum 1) on all rolls to escape grapple or break a pin.
They may attack or do any other actions within the grapple as normalLevelStance 3
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: Pain is joyous, suffering - ecstatic. Even as the blood runs down his body, and his flesh is split apart, the adept of LWS only revels in the ruination of his flesh.
For every successful enemy attack that deals damage to the adept he gains +1 to attack rolls until the end of his next turn.
Any healing received resets the number back to 0LevelStance 5
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: The adept abandons all pretences of defence -- he seeks the opponent's weapons and embraces his attacks. He does not add his Dexterity bonus to the AC and is considered flat-footed for the purposes of Sneak Attacks and calculating AC. He still retains the ability to do AoOs.
However, abandoning defence allows him to concentrate on offence. Any attack against the adept provokes Attacks of OpportunityLevelStance 8
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: The adept considers base biology inconsequential. While in this stance he gains most of the traits of the undead -
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage.
Gains DR = Initiator Level/Slashing
He does not get any drawbacks of being undead, though. He is still healed by the positive AND negative energy, he still has Constitution score and extra HP it provides, and he is not destroyed upon reaching 0 hp, and he does not get extra damage from spells like Searing Light. He cannot be turned or controlled, and his type is considered humanoid, not undead.
I have mostly eyeballed the levels and numbers, so welcome any balance/wording suggestions.
The Style's key skill is Intimidate, and the for weapons are whip, spiked chain, rapier, scythe and dagger.
Creatures immune to pain (undead, plants and constructs, mostly) are generally immune to most Strikes of the style.
Manoeuvres:
LevelManoeuvre 1
Type: Boost
Casting Time: Immediate Action
Target: Self
Duration:
Comments:
Saving Throw:
Description: Damage invigorates the adept of the style. When taking damage, they can re-ready (or re-grant) a maneuver that was prepared, of a level equal or less than damage/10LevelManoeuvre 1
Type: Strike
Casting Time: Standard Action
Target:
Duration: See Text
Comments:
Saving Throw: Fort Negates
Description: Pain leads to fear - that is the lesson of the laughing wounds.
The attack deals +2d4 damage, and requires a Will DC 11+Cha. If the DC is lost, the victim is shaken until the end of the round.
If the victim is a target of another fear effect in the meantime, or is already shaken, it becomes frightened instead.
If the victim is already frightened it does not become panicked, but the duration of the effect becomes 1 minute.LevelManeuver 2
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments: Su, Mind-Affecting
Saving Throw: Will Negates
Description: Punishment makes the weak remember their place. When making an attack, the attacker inflicts maximum pain and fear.
If attack is successful, the target must make a Will Saving throw equal to 13+Cha, or be affected as per Command spellLevelManeuver 2
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw: Will Negates
Description: As part of this manoeuvre, make a single melee attack. If this attack hits, you deal normal melee damage and the target must make a successful Fortitude save (DC 12 + Cha modifier) or take 2 points of Strentgh damage. A successful save negates the Constitution damage but not the normal melee damage.LevelManeuver 2
Type: Counter
Casting Time: Immediate Action
Target:
Duration:
Comments:
Saving Throw:
Description: Fear is the adepts best ally. When attacked by someone on whom they infliced damage in the past scene, the adept may use this counter and substiute their Intimidate roll for of AC. LevelManoeuvre 2
Type: Strike
Casting Time: Standard Action
Target:
Duration: 1 round
Comments:
Saving Throw:
Description: The attack deals +2d6 damage. In addition, until the end of your next turn, the spellcasters have to make a Concentration check to overcome the distraction of the agonizing pain, with DC = 10+damage dealtLevelManoeuvre 3
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw:
Description: Deal extra 5d6 damageLevelManoeuvre 3
Type: Boost
Casting Time: Swift Action
Target:
Duration: 1 round
Comments:
Saving Throw:
Description: The adept turns his weapon on himself, ripping chunks of his own flesh in demonstration of their cruelty and instil terror into his opponents.
He makes an attack against himself (he may treat his own AC is he were stunned), and gains a +1 to attack and +2 to Intimidate checks per every 5 points of damage he receives, until the end of the next turn.LevelManoeuvre 3
Type: Counters
Casting Time: Immediate Action
Target:
Duration: 3 rounds
Comments:
Saving Throw:
Description: Adept knows pain. He revels in it, takes strength from his wounds, and even the most grievous damage cannot stop them.
After receiving damage, the adept receives temporary hit points equal to the amount of damage they received. The temporary hit points last for three roundsLevelManoeuvre 4
Type: Strike
Casting Time: Standard Action
Target:
Duration: see text
Comments:
Saving Throw: Will negates
Description: ""The attack shows the victim it's place - on her knees at the adepts feet. The attack deals 4d6 more damage, and requires a Willl save against 15+Cha. Successful saving throw halves the extra damage and negates the extra effect
The failure on the save causes the victim to fall on their knees, becoming effectively prone and unable to move from her spot, until the adept leaves her sight.
If the combat around is still ongoing, or there is some other danger to the victim, they can make another saving throw, once per round. Making this saving throw does not undo the extra damage from the strikeLevelManoeuvre 4
Type: Strike
Casting Time: Standard Action
Target:
Duration: See text
Comments:
Saving Throw:
Description: Adept makes an attack intended to inflict pain, not damage. The attack deals non-lethal damage.
While the non-lethal damage is in place, the character receives -2 penalty on attacks, saving throws, skill checks. They however receive +2 Strength scoreLevelManeuver 5
Type: Strike
Casting Time: 1 full round
Target:
Duration: 1 day/level or until removed, see text
Comments: Su, Mind Affecting
Saving Throw: Will Negates
Description: The memory of bitter defeat and terrifying pain stays with the victim.
This strike deals damage as usual. If the attack reduces the victim to negative hit -points, the attack makes a magic brand on victim's body.
The brand serves forces the victim to obey the adept. Whenever the victim would try to disobey a direct order of the adept or try to attack them, they have to make a will save of 14+Cha, If they fail, they are unable to attack the adept for the next hour, and have to follow the order as given.
The brand cannot make them do something they would not normally do under any circumstances, such as harm themselves, betray their closest friends.
A successful attack performed by the victim on the adept ends the effect, otherwise it lasts 1day/level. It may be removed as geas/quest spell would be"" LevelManoeuvre 5
Type: Strike
Casting Time:
Target:
Duration: see text
Comments:
Saving Throw:
Description: The adept makes a deep, penetrating strike that seems to do nothing -- until suddenly the victim keels over, dead. Or very hurt, at least.
The adept makes an attack as usual, but on successful hit he deals no damage. Any time within next 3 rounds, he may, as a free action, trigger the damage, dealing his normal attack damage +2d6 +2d6 per round of delayLevelManoeuvre 6
Type: Boost
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw:
Description: Warning of dire consequences of disobedience and cowardice, the adept prevents desertion and rebellion. He makes an Intimidate check, which is compared to saving throws of any [Mind Affecting] or [Fear] effects that affect his allies. If he wins, the effects are terminated, the same way they would if the original saving throw was successfulLevelManeuver 6
Type: Strike
Casting Time: Standard Action
Target: Living Creature
Duration: Instantaneous
Comments:
Saving Throw:
Description: The attack deals 3d6 extra damage. The adept gains that much in temp hp.LevelManoeuvre 7
Type: Strike
Casting Time: Standard Action
Target:
Duration:
Comments:
Saving Throw: Will Half
Description: A devastating attack that entraps the victim. The only way to evade it is to meet it head on. If the enemy fails to make the Will save of 17+CHA, they flinch and their cowardice results in 12d6 extra damage. Successful save allows them to stay their ground, halving the extra damageLevelManoeuvre 8
Type: Strike
Casting Time: standard Action
Target:
Duration:
Comments:
Saving Throw: Fort Negates
Description: ""The attack strikes at the nerve centres, raking the flesh and delivering intolerable agonizing pain.
The victim must make a Fort DC 18+CHA saving throw or die. The victim who survives receives extra 6d6 damage, and is dazed for 1d4 rounds LevelManoeuvre 9
Type: strike
Casting Time: Full round action
Target:
Duration: see text
Comments:
Saving Throw: Will or Fortitude, See text
Description: Shaping her lips into a kiss, the martial artist leans forward and strokes her foe’s chest. Then, with a grinning snarl, she plunges her hand through his ribs and rips out his heart.
If the attack hits, it deals damage as normal, and in addition the adept has the following choices:
1. Do nothing. Then the terrible wound closes as the adept withdraws their hand, leaving only a scar in a shape of adepts personal sigil. The feeling of the adept holding their heart remains with the victim, though, giving them a permanent -3 profane malus on any social interactions or will saves against the adept.
2. Crush the heart. The target must make a Fortitude saving throw with DC 19+Cha, or instantly die. If they do not die, they receive 16d6 damage.
3. Rip the heart out of the target's chest. As long as the adept holds the heart, which requires the full use of their hand, it continues to beat, and the victim continues to live, but it is now under full control of the caster. The caster may give her any command as a mental swift action, and the victim cannot disobey.
If the command given is completely against the victim's nature, it is entitled to a single Will save (19+cha). If it wins, it may choose to die, rather than obey.
At any time while still holding the hand the adept may either put the heart back (as in option 1) or crush/discard it (as in option 2)""
Stances
LevelStance 1
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: Pain and wounds cannot stop the adept of the Laughing wounds - he revels in the ruination of his body. He does not become staggered or dying at 0 and negative hit points, and does not die until he reaches -(10+Initiator level) hitpoints. He still needs to roll to stabilise, otherwise every round he loses 1hp.
While at negative hit points he gains +2 StrengthLevelStance 1
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments: a.k.a. ""choke me harder, daddy""
Saving Throw:
Description: Creatures caught in the LWS adept's net are caught in the anticipation of exquisite pain and fear of the inevitable punishment.
When in grapple, the adepts opponent receives a penalty = 4 + adepts Charisma (minimum 1) on all rolls to escape grapple or break a pin.
They may attack or do any other actions within the grapple as normalLevelStance 3
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: Pain is joyous, suffering - ecstatic. Even as the blood runs down his body, and his flesh is split apart, the adept of LWS only revels in the ruination of his flesh.
For every successful enemy attack that deals damage to the adept he gains +1 to attack rolls until the end of his next turn.
Any healing received resets the number back to 0LevelStance 5
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: The adept abandons all pretences of defence -- he seeks the opponent's weapons and embraces his attacks. He does not add his Dexterity bonus to the AC and is considered flat-footed for the purposes of Sneak Attacks and calculating AC. He still retains the ability to do AoOs.
However, abandoning defence allows him to concentrate on offence. Any attack against the adept provokes Attacks of OpportunityLevelStance 8
Type: Stance
Casting Time: Swift Action
Target:
Duration: Stance
Comments:
Saving Throw:
Description: The adept considers base biology inconsequential. While in this stance he gains most of the traits of the undead -
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage.
Gains DR = Initiator Level/Slashing
He does not get any drawbacks of being undead, though. He is still healed by the positive AND negative energy, he still has Constitution score and extra HP it provides, and he is not destroyed upon reaching 0 hp, and he does not get extra damage from spells like Searing Light. He cannot be turned or controlled, and his type is considered humanoid, not undead.
I have mostly eyeballed the levels and numbers, so welcome any balance/wording suggestions.